This video presentation from the 1999 Game Developers Conference explores the architecture of id Software's latest first-person shooter, Quake 3 Arena. Brian Hook discusses basic research into curved surface rendering, issues dealt with in deploying an OpenGL based game, the architecture of the back-end shading pipeline, the lighting model, and LOD algorithms for models and curved surfaces. Topics: Brian Hook, Quake 3
Technical art is evolving rapidly. In many studios TAs play key roles in developing efficient tools pipelines, and ensuring art content is visually striking and optimized for performance. TAs bridge content and engineering, helping make both more successful. However, many studios have still not fully embraced the TA role. Their TAs are smart and eager to make an impact, but are not sure how to best prove their value, and be given key roles in development. A group of experienced, respected... Topic: GDC
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Our Journey From Narbacular Drop To Portal (Kim Swift, Valve) In this lecture, the team which made IGF Student Showcase winner Narbacular Drop talk about the making of the innovative title, tips for student developers, how the entire team got picked up by Valve to make Portal using the Source Engine, and exactly how they've transitioned from student indie creators to continued...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: The Casual Cash Cow? (Eric Zimmerman, Gamelab) The Gamelab co-founder (Diner Dash) talks about how the indie aesthetic/mentality interacts with the casual market (and vice versa), in the best talk on casual games outside of the Casual Games Summit, talking about some of the things that helped Gamelab stay focused and alive in the casual and indie games market, such as... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Eric Zimmerman, Gamelab, Diner...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Postmortem: Gastronaut Studios' Small Arms (Jacob Van Wingen, Don Wurster, Gastronaut) The creators of Xbox 360 Live Arcade stand-out title Small Arms, previous veterans of XBLA from their work with Fuzzee Fever on the original Xbox Live Arcade, talk about what went right and what wrong during the development of the frenetic multiplayer shooter, giving plenty of insight... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Jacob Van Wingen, Don Wurster,...
A lecture from the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Physics Games Go Indie (Matthew Wegner, Flashbang Studios) Wegner, who is both an indie developer and runs the physics game blog Fun-Motion, explains why real-time physics are such a big part of many innovative independent games, with demonstrations and practical tips for developers wanting to use physics to make their games stand out. Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Matthew Wegner, Flashbang...
Recorded before the start of Warren Spector's game design keynote at GDC 2003, this collection of crowd shots and pans across the auditorium show the attendees, layout, and size of attendance at GDC events for 2003. The video recording is direct from Betacam SP tape, and has been left otherwise untouched as an AVI to allow for other users and editing with minimal recompression. At the end of this footage, GDC board member Mark Cerny stands working out a sound issue, which was later resolved... Topics: GDC, GDC Extras, Cerny, Spector, Crowds, Conference
During the 2002 Game Developers Choice Awards, a house band played between awards and at the beginning and end of the production. While there is no independent verification as of yet, the band appears to be Tipsy, a San Francisco-based eclectic lounge-surf-dj group around since the mid 1990s. At the end of the awards show, the band continue to play a set, and the camera was left recording it - this is that footage. The crowd slowly files out and chats while the band plays on - going through... Topics: GDC, Tipsy, Awards, Band
Part of the 2007 Independent Games Summit, held at the Game Developers Conference 2007 in San Francisco, March 2007: Marketing For Indies (Russell Carroll, Reflexive/GameTunnel) Want your game to be the one everyone is talking about? Interested in increasing how many copies you've sold? Russell Carroll, who heads up marketing for Wik & The Fable Of Souls creator Reflexive, and also founded key indie game press site GameTunnel, discusses how to maximize your buzz and sales opportunities.... Topics: IGS, IGS 2007, GDC, GDC 2007, GDC Lecture, Independent Games Summit, Russell Carroll, Reflexive,...
Game physics engines are used to create games like Portal, Titanfall, Smash Hit, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Respawn, Mediocre, and Valve. Topics include numerical... Topic: GDC
Tasked with creating hundreds of character animations that would would blend seamlessly into a painted 2d world, but without any ability to illustrate, what technical and creative tricks could you employ to succeed? An exercise in using your constraints to your advantage, this 30 minute talk tracks the (hopefully) successful attempt to create thousands of Ghibl'style frames of animation with limited time, people and personal skillset. Focusing almost exclusively on specific technical takeaways... Topic: GDC
As part of an outreach program to acknowledge the work done in the Demoscene, the Demoscene Outreach Group (DOG) brought demonstration tapes to various graphics and game events around the world. This reel of contemporary (2003) demos likely played on a looping basis during GDC in one of the theater areas. Each of the included demos is accompanied by an information card and then played in full before moving to the next. Credit for the tape is given to the Demo Scene Outreach Group. Demos played...
Characters, factions, classes, and decks: we embrace asymmetry in competitive games, yet one overpowered option can wreak havoc on a community. Such metagame imbalances need not be evaluated solely through intuition. This talk introduces a principled approach to understanding the strength of asymmetric options, grown from the speaker's work balancing PlayStation All-Stars Battle Royale. The method uses game theory and matchup charts to describe the possible metagames that can form among expert... Topic: GDC
This is a collection of gameplay videos from a selection of 1996-era computer and console games, including Super Mario 64, Virtua Fighter, Civilization II, Quake, You Don't Know Jack, Wing Commander III, and many others. In some cases, the same footage loops or different sequences of similar footage is shown in various configurations. While it is not clear what the purpose of the tape was, it was likely to be an editing scratch tape (to test out editing sequences or image quality) or might have... Topics: GDC, GDC Extras, Sizzle Tape
From the GDC Archives, this collection of rough interviews around the 2006 Game Developers Conference contains a mass of interviews by staff and developers about the experience of the GDC. Topics: GDC, 2006, Interviews
This is an in-depth exploration of the philosophy, evolution, and development of one of the industry's most innovative user interfaces. Dino Ignacio, the lead user interface designer of the Dead Space franchise, will break down the early attempts and concepts that led to Dead Space's interface becoming diegetic and immersive. It will discuss how and why we got to the shipped versions. Topic: GDC
Games have reached the point where realistic portrayals of sex and adult relationships are possible, but what does this mean to us as developers? How much responsibility do we have in addressing issues of sexism and sexuality, and are we inadvertently making statements about what is acceptable, even when we don't mean to say anything at all? Our industry is struggling with a conflict between the desire to be taken seriously as an art form, and the desire to avoid addressing social issues... Topic: GDC
This talk is a detailed walkthrough of the game engine modifications needed to make The Last of Us Remastered run at 60 fps on PlayStation 4. Topics covered will include the fiber-based job system Naughty Dog adopted for the game, the overall frame-centric engine design, the memory allocation patterns used in the title, and our strategies for dealing with locks. Topic: GDC
Find out how to use simple procedural techniques to achieve interactive and fluid animations using very few key frames, with examples from indie games like Overgrowth, Receiver and Black Shades. What exactly is the difference between a playable character and a vehicle? Topic: GDC
Collection of variant computer-generated Game Developers Conference logos, likely to be used to head sold materials and video assets related to the 1999 Game Developers Conference. Topics: GDC, GDC Extras, Logos
In this talk, art director Matt Nava will present the artwork he created during the development of the game Journey by thatgamecompany. The audience will learn about the creative processes, inspirations, challenges, and constraints that were encountered while designing the art direction for this critically acclaimed and award-winning PS3 title. Based on the book "The Art of Journey" which Nava recently wrote, the lecture will cover the design of the character, creatures, landscapes,... Topic: GDC
Many of the GDC tapes are BetacamSP format and subject to problems involving the magnetic signal. While the audio is not quite as noticeable, the video image can show a fluttery, milky overlay to the original recording. By applying a flicker reduction filter via Virtualdub, the time cost in re-rendering the material is made up for by the increase in quality. This demonstration shows a single range of tape before and after the filtering. The speaker is Ernest Adams, discussing games as art. Topics: Tech Demo, Virtualdub, Flicker, Filter
"Procedural" is a bit of a buzzword at the moment, but what does it actually mean? A tiny team of artists at Hello Games is using procedural technology to create the infinite worlds of No Man's Sky. But how do you maintain quality and artistic control when faced with the chaos of infinity? Like many artists, they were very cynical about procedural art, thinking that the loss of control inevitably leads to inferior art. They were so very wrong! Art Director Grant Duncan will describe... Topic: GDC
Sequels and reboots in Hollywood have now become more common in gaming. In this "vision track" keynote, the creator and producer of the new Battlestar Galactica TV series discusses how he developed and adapted the existing story behind a large franchise into a new series. Speaker: Ronald Moore Topics: gdc, Ronald Moore, Battlestar Galactica, 2006, keynote
"Sizzle" tape (collection of logos and television news recordings) of the 14th annual Game Developers Conference. Likely created to show to prospective vendors and exhibitors examples of the far-reaching influence of GDC with regards to exposure and brand recognition. People and events appearing in this tape include: General walking around shots, Dara Gray Tinefield, Adam Sessler of ZD-TV, Scott Budman of News Channel 11, Bill Gates of Microsoft, David Louie of ABC San-Jose, Trent... Topics: GDC, Game Developers Conference
PlayStation Network title Journey takes place in a vast, glittering, lonely desert. Thatgamecompany spent 3 years developing Journey, continually refining (and rewriting) the sand rendering technology. The talk will cover all the technical details of the final sand implementation, and in the process, cover thatgamecompany's approach to graphics in general. 97% pretentiousness-free! Topic: GDC
Non-linear storytelling is paramount for CD PROJEKT RED games and dialogues are one of the main means of its delivery. The dialogue system is one of the most advanced systems in Wild Hunt's game engine and this talk will cover all of its features, as well as provide deep insight into how these features work. Additionally, the session will demonstrate the pipeline, tools and editor. The talk will also touch upon animation problems we encountered during production, as well as provide applicable... Topic: GDC
The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does an engaging camera work, and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems, and how do we solve them? This talk will pose answers to all of these questions, and walk you... Topic: GDC
Game physics engines are used to create games like Angry Birds, Half-Life, Tomb Raider, Red Faction, MotorStorm, Limbo, and Diablo 3. Games would be far less compelling without the realistic physics simulation that engages the player's intuition and stimulates their motion awareness. Physics has become a staple of the modern gaming tradition as we try to re-create and re-interpret the world around us. The Physics for Programmers tutorial brings together speakers from Blizzard, Dtecta, Havok,... Topic: GDC
This talk covers practical approaches to applying various design methods. In particular what can you, as a designer, do when you don't seem to be getting traction with your current approach. Speaker: Will Wright Topics: gdc, Will Wright, game design, 2004
Modern console architectures have heterogeneous, multi-core computation architectures that differ vastly in performance and memory characteristics. As a result, game engine architectures have moved away from thread-level parallelism to use 'job systems' for fine-grained task and data parallelism. To optimally take advantage of all available resources, a game engine must be designed from the ground up for job-based multithreading. In this talk we will delve into the renderer that Bungie... Topic: GDC
This session will give you the not-so-skinny on how games portray fatness and characters of size. What are our harmful, pervasive societal ideas about being fat and in what ways do fat characters in games, and the way they play, reinforce them? How do some games succeed in making fat characters that don't fall into easy pitfalls? How does being fat sometimes cross over with things like gender? Probably most importantly: what are the things designers can do to make players of all body types feel... Topic: GDC
Free2Play downloadable PC/Mac games have had a great run, not the least in the media, with the likes of League of Legends, DOTA2 and World of Tanks grabbing all the headlines. But how does the business look one step down from the top 1%? After spending 18 months in Steam's Top-5 Free2Play games (out of 140 games), Reloaded Games is happy to pull back the curtain on how 'the other 99%' live in that world. In short, in spite of all the hype, the Western Free2Play downloadable market remains... Topic: GDC NEXT
Gain deep insights into the level design process for our industry's biggest games, including Gears of War, Bioshock, and Skyrim in this intense day-long tutorial, moderated by Coray Seifert. The most respected voices in level design weigh in on all aspects of their craft, engage with attendees via numerous Q&A sessions, and offer a once-in-a-career opportunity: a mock interview with a panel of the most veteran level designers in the business. Topic: GDC
Learn about the organization, vision and process used to create an immersive user interface for the popular card crafting game, Hearthstone: Heroes of Warcraft. Time permitting, team culture and cross-platform development will also be discussed. Topic: GDC
While FarmVille helped put social games on the map, public perceptions of the game have varied widely. Loved by players, but often derided by vocal members of the gaming community, one thing is certain: FarmVille has lasted longer than almost all other social games to date. There is a good reason why FarmVille has withstood the test of time. Join Mike Perry, executive producer, and Abhinav Agrawal, director of product, from Zynga's FarmVille studio to hear how a combination of platform... Topic: GDC
How do you create memorable and distinctive characters? In this presentation, production designer, art director, and illustrator Scott Campbell will share his creative process for creating amazing characters. Scott will begin by describing his approach and showing past works, then move into a live demonstration where he will develop a new character design, sharing his thoughts during the process. Topic: GDC
WARNING: Discussion at this roundtable may include descriptions of graphic sexual activity that may be offensive to some. Please do not come if you are offended by such discussion or are under the age of 18. Hardcore "AO" games are here to stay. Last year's crop of sexy games are on their way to sequels or expansions and a new group of games is ready to push the boundaries even further. Online games like DreamStripper and VirtuallyJenna let players explore their wildest fantasies and... Topic: GDC
Last year's '5 Domains of Play' presentation demonstrated how the facets of motivation in Psychology's Big 5 (or OCEAN) correlate to player preferences for specific game elements. Science! This year, we are going to find a solid, universal, practical game development application of this model, or die in the attempt. Firstly, the 5 Domains model needs some work. Over the last year, we have simplified it to focus exclusively on the 8 facets that seem to be primary for gaming, found a place for... Topic: GDC
Sound logo for the Game Developers Conference 1999 - computer-generated numbers bounce around a meeting hall until the GDC Logo appears and the right numbers bounce into place. Topics: GDC, Game Developers Conference
Multi-threading in games has been among the most challenging applications of multi-threading in the consumer space. The session presents three case studies of PC games, recently released, which have implemented multi-threading in order to take advantage of growing availability of multi-processor systems and Intel processors with hyper-threading technology. Speakers: Aaron Coday, William Damon, Maxim Perminov Topics: gdc, Aaron Coday, William Damon, Maxim Perminov, 2004
Hideaki Itsuno pulls back the curtain for a candid look at the creation of Dragon's Dogma through untold development stories, humor and inspiring ideas. This session will focus primarily on the game's original vision and genesis, while also touching on aspects of marketing and post-release product support strategy. Topic: GDC
While epic multiplayer gameplay has long been a defining characteristic of Blizzard Entertainment games, the company's approach to achieving that result has evolved greatly over time. With each new project, Blizzard developers have applied lessons learned from the company's previous games to continually update how they design and implement competitive and cooperative play features. In this presentation, Rob Pardo will discuss the goals the company strives for and the pitfalls it tries to avoid... Topic: GDC
How can "level design" meaningfully exist as a unified discipline when the actual work of level design varies so widely between different games and developers? This talk critically assesses level design as a fragmented design practice stretched across a material history of level editors, the evolution of the level designer as an industry role, level design as a continuation of a modernist architecture program, and design as a political process. What would a "sustainable level... Topic: GDC